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Community / DevLogs / Re: Remnants of Naezith
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on: March 28, 2016, 03:54:17 AM
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I was not doing much for last 1.5 week, and that bad feeling hit me so I started working hard again. I am currently working on laser particles, I might have a GIF soon here. Here is the LATEST OST.. I think it's kinda catchy since I found myself whistling it when I'm outside. The game's art is pixel art?
Character and most of the other stuff are vector art which are exported as png, including the current green tiles you see there. But I have new ones coming, they will be pixel art. Yeah, having a bar for one ability is probably not a good idea. If you don't want orbs, maybe another graphical representation, like have his feet glow when dash is ready, or something? You can do different intensities if you think the number of dashes available is important.
Number is important indeed, I just can't think of anything else than orbs... Maybe orbs are okay but they are overused. 
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122
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Community / DevLogs / Re: Remnants of Naezith
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on: March 14, 2016, 01:42:01 PM
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Currently I have an energy bar stays 100/100 and dash needs/consumes 40 energy. I am trying to find an alternative to represent that. A friend came up with an idea to use "spark" to show how many dashes you can do. So when you dash, one of them will *poof* in a cool way and after a while they will come alive he said. I am experimenting, but there are so many games using orbs these days, can you think of something else? 
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123
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Community / DevLogs / Re: Remnants of Naezith
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on: March 13, 2016, 01:55:48 PM
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Such a productive no-lifer gamedev weekend:  I don't know if it's something good or not, haha! Do you like seeing my changelog.txt which I log even the smallest updates?
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124
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Community / DevLogs / Re: Remnants of Naezith
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on: March 13, 2016, 06:38:31 AM
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The water reflection looks really cool! How did you achieve that? And what tech/engine/libraries are you using actually?  It's pure C++, there isn't any external library except SFML. And server-side is Node.js By the way, we like particles, don't we? Mamma mia!
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Community / DevLogs / Re: Remnants of Naezith
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on: March 12, 2016, 03:27:36 PM
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Another place I used the infamous "Sinus" function, I love how amazing it is.  And yes, raising waters with options like start delay, ease/linear movement and negative/positive height difference!
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127
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Community / DevLogs / Re: Remnants of Naezith
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on: March 12, 2016, 08:16:35 AM
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This is what I have in my mind about chapters and level selection screens.  Would like to hear your thoughts on this topic.
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131
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Community / DevLogs / Re: Remnants of Naezith
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on: March 11, 2016, 02:26:49 PM
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Amazing news! Thomas started making the assets for new chapters! We're aiming for 4 Chapters, 25 levels each. Otherwise it could be a release like 100 levels using the same single tileset. I think this will eliminate most of the negative comments about the lack of variety of level looks and chapters. Also this will help to present the story ingame. I will also add subtitles for the Naezith so it would be cool if dead dragon inside the Kayra would talk to us, right?  Monolog tho! It won't be like one of those texts that stops your game and wants you to press a key to continue. It will just appear whenever you're in an invisible field so as you proceed in the level, you will see the texts one by one, non-disturbing yellow subtitles like in the movies.
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139
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Community / DevLogs / Re: Remnants of Naezith
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on: March 03, 2016, 01:47:10 PM
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English is not my first language and I was wondering if remembering "Naezith" could be an issue for native English speakers. Yeah they recommended names like "Hook of Dragon", "Hook of Dragon: Remnants of Naezith" just like "Prince of Persia: The Sands of Time"
The options you mentioned might be better since easier to understand and remember. Plus, search engines don't seem to turn up results for that either.  True, but I still can't decide what to do  Here is a calendar of updates to Remnants of Naezith  I am posting here only the big ones but I develop almost every day!  
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Community / DevLogs / Re: Remnants of Naezith
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on: March 02, 2016, 03:28:45 PM
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It could be but ideally that's where surveys and market research comes in to find out what the target audience thinks of an idea and how they perceive it.  You mentioned that at a recent event people found the name long for an action game. Were there any suggestions? If you have a similar opportunity, mention a few possibilities and that might give you a better idea of what what people like (in general). Yeah they recommended names like "Hook of Dragon", "Hook of Dragon: Remnants of Naezith" just like "Prince of Persia: The Sands of Time"
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